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authorOmniscient <17525998+omnisci3nce@users.noreply.github.com>2024-05-12 12:31:24 +1000
committerOmniscient <17525998+omnisci3nce@users.noreply.github.com>2024-05-12 12:31:24 +1000
commitd52d39d7843ed2203b001a822efe6d4b692c2642 (patch)
treefbad88722b0a5c2b4debee3b232b758f5410b4e7 /assets
parent677ab09b0dc3b6d9c872b732f8e31543fa2d11bb (diff)
uniforms working with hardcoded stuff
Diffstat (limited to 'assets')
-rw-r--r--assets/shaders/cube.frag0
-rw-r--r--assets/shaders/cube.vert18
2 files changed, 18 insertions, 0 deletions
diff --git a/assets/shaders/cube.frag b/assets/shaders/cube.frag
new file mode 100644
index 0000000..e69de29
--- /dev/null
+++ b/assets/shaders/cube.frag
diff --git a/assets/shaders/cube.vert b/assets/shaders/cube.vert
new file mode 100644
index 0000000..80ad854
--- /dev/null
+++ b/assets/shaders/cube.vert
@@ -0,0 +1,18 @@
+#version 450
+
+layout(binding = 0) uniform UniformBufferObject {
+ mat4 model;
+ mat4 view;
+ mat4 proj;
+}
+ubo;
+
+layout(location = 0) in vec2 inPosition;
+layout(location = 1) in vec3 inColor;
+
+layout(location = 0) out vec3 fragColor;
+
+void main() {
+ gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 0.0, 1.0);
+ fragColor = inColor;
+}